src/3d/coordinates.lisp @ e05ab7ec7e6c
default tip
Remove some of the bitrot. It still doesn't really work.
author |
Steve Losh <steve@stevelosh.com> |
date |
Mon, 07 Jan 2019 18:25:15 -0500 |
parents |
c716dc6a9a47 |
children |
(none) |
(in-package #:coding-math.3d.coordinates)
;;; For this project, we'll define X and Y to be the typical 2D screen axes, and
;;; Z to be going into the screen (so it's a left-handed coordinate system).
;;;
;;; Cartesian coordinate vectors are:
;;;
;;; (x y z)
;;;
;;; Cylindrical coordinate vectors are:
;;;
;;; (radius azimuth height) where height is Y
;;;
;;; Polar coordinate vectors are:
;;;
;;; TODO
(defun cylindrical-to-cartesian (coords)
(with-vec (radius azimuth height) coords
(vec (* radius (cos azimuth)) ; x
height ; y
(* radius (sin azimuth))))) ; z
(defun cartesian-to-cylindrical (coords)
(with-vec (x y z) coords
(vec (sqrt (+ (square x) (square z))) ; r
(atan z x) ; a
y))) ; h
(defun cylindrical-to-cartesian-cga (coords)
(with-vec (radius azimuth height) coords
(vec (* radius (cos azimuth)) ; x
height ; y
(* radius (sin azimuth))))) ; z